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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Sylvan Faction
Thread: Heroes 5 Strategy: Playing Sylvan Faction [ This thread is 28 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 (16) 17 18 19 20 21 22 23 24 25 26 27 28 ]
LucJPatenaude
LucJPatenaude


Disgraceful
Known Hero
posted March 26, 2008 07:27 PM

Quote:
Well, I think that a good human player can cause VERY BIG problems with the dwarfs. I play almost always with sylvan, but I don't have any good strategies against dwarfs. Especially against Ingvar.

Dwarfs are just too hard to hit. They die very slowly and deals lots of damage with runes... I can't fins a 100% sure winning strategy against them.


It is all within the second month's results of City building, amounts of stockpiled resources including massive amount of saved up gold that gets to decide which of the human players can amass the most level 5,6 and, 7 creatures. No matter which faction is currently played.

Unfortunately, I have to agree with you. That extra stack of level 1 dwarves hired on the spot when the enemy attacks them is bothersome to the extreme sense of the word. I think that Watch Tower building should be removed from the dwarf faction, permanently. That, alone, sets the Dwarven player way too much comfort at going to invade early in any sized map played. 8 units to defeat instead of 7, now that is straight forward unfair for the sieging army.


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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 26, 2008 07:53 PM

Yes, but be mindful. The Dwarves are defensive based. Stifle their resources, and cut off all extra supplies, and they'll dwindle to nothing. Consider sending in bombshells of heroes with many Arcane Archers & Savage Treants. That is the best way, because while you knock down their wopping two ranged units, they'll use up mana trying to destroy your ranged units. Now, the walls come down (preferably the gate) and your Savage Treants go from defense to offense via Rage of the Forest. La-dee-dah, even the several hundred shieldguards don't stand a chance. Prismatic Dragons help too.

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Arxur
Arxur


Adventuring Hero
posted March 27, 2008 09:00 AM

It's ok that they are defensive based, but I think their damage output grows very fast in the late game. In a very big map, you will die before you can kill at least the lv1 creatures.

And I mean it when you play against a GOOD human player.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 27, 2008 03:23 PM
Edited by Drunk_Lord at 15:25, 27 Mar 2008.

Quote:
I play almost always with sylvan

Lets compare fortress and sylvan. Both are good in lategame and both aren't good in earlygame. So the fight will usually be in lategame.
Fortres are defensive-minded, while sylvan can be fast damage-dealers as well as wielding magic. Dwarves can be tough, especially in right hands. Try to use sylvan's strong points. Sylvan's initiative is better than fortress', so make use of it. Use mass haste at first chance. Try to attack and run away with dryads and dragons. Make use of the unicorn's blind. Try to blind faster creatures. The runemage's first cast would be deflect missile, so try to attacks with shooters as fast as possible. It's good to cast righteous might as second cast. Try to do hit & runs with sprites, dragons and unicorns. Leadership also helps much.
If u abuse magic(destructive primary) with imbue arrow, druids and stuff better use ice or earth spells because thanes have immunity to lightning and fortress' key units are immune to fire. If u get tridet + mastery and chain lightning will do. If u plan on cold spells circle of winter + cold death, pendant and mastery is the way. Deep freeze with RoA will help u deal more damage despite of enemy defense. Imbue earth spells is easy. Just get saplers.
If u get hands on dark it's very nice. Blindness on key stacks. Although the enemy may have light he'll waste minimum two casts to cleanse it. Mass slow also.
Dirael with summoning is fun. Imbue summon hive or wasp swarm. Those creatures will hardly act much. Imbue firewall or bladebarries is also fun(landmines are very usefull).
Leadership with empathy works nice with imbuing. Warlock's luck with destructive spells might sound promising, but 1)sorcery with imbuind and RoA feels wasted and 2)mana may go down really fast.
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Arxur
Arxur


Adventuring Hero
posted March 27, 2008 04:34 PM

Quote:

Dirael with summoning is fun. Imbue summon hive or wasp swarm. Those creatures will hardly act much. Imbue firewall or bladebarries is also fun(landmines are very usefull).


That's true. She is my favourite hero because of her bee swarm spell + imbue arrow+ rain of arrows.
The problem is it's hard to find pendant of mastery.

I guess light magic is not enough against dwarfs, so I will try destruction magic with cold spells.
Thanx for the tipps!

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 27, 2008 04:41 PM

In fact I consider her my favorite sylvan hero. And I'm having much fun with her. Although now I'm trying fast games with vinrael. I'm running around with like a ninny with my high druids, destructive magic and balista
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Arxur
Arxur


Adventuring Hero
posted March 27, 2008 05:03 PM

It's extremly rare to trigger war machines. It seem you are very lucky.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 27, 2008 05:08 PM
Edited by Drunk_Lord at 17:11, 27 Mar 2008.

Yeah, luck matters really, although warmachines are offered to me an astonishing number of time for these 2% chance to get it.
EDIT:I the first post I ment the ice thing pendeant which strengthens ice spells
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zamrai
zamrai


Adventuring Hero
Moonlight Melody
posted March 28, 2008 09:12 AM
Edited by zamrai at 09:19, 28 Mar 2008.

Hi fellows,
I'd like to try playing Sylvan, never played this faction before.
I read a lot of your comments here, looks like Sylvan has some problems in early game and with creeping .I crept with necropolis easily, not to mention dungeon, but fighting against shooting neutrals first week makes me huge problem here - I loose a lot of my shooters cuz they are attacked first.

It seems the key is proper town building. How does your town build during 1st and 2nd week look alike?

For my main hero I've chosen Wyngaal and what I aim first is retribution (attack plus leadership), elven luck and light magic with master of blessings, lower prior for enlightment or logistics. My strategy is to have as lucky and quick army with so high morale as it only possible. If enemy survive first attack as usually does, mass blessing and divine power should do the thing. Thats the basic theory for my game.

I'm looking forward to read your tips and opinions. I see a lot of good gamers here.

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Arxur
Arxur


Adventuring Hero
posted March 28, 2008 10:04 AM
Edited by arxur at 10:18, 28 Mar 2008.

My building order:
(with a town lv1)

1. day: build tavern and hire both heroes. even if the other one is not a sylvan hero.
And I suggest, to use the alien army against skeleton archers other level 1 shooters. This will save your army and your shooters if you started with Ossir.

By the way: it's a good idea too choose Ossir and than play with sylvan hero you hired. I usually do this.

2. day: build pixies.

3. day: build town hall.

4. day: If my hero is near to the castle, than I build magic guild to learn some spells, cause imbue arrow can came in handy. If I'm far a way, than I build the Battledance terrace.

5. day: Build the one you didn't in the last turn. (magic guild or terrace)

6. day: And now we can finally build the hunters cabin! Cool!

7. day: If I have enough resources I upgarade the hunters immediately. If you play normal difficulty, than you can most likely buid it. In hard difficulty can be some missing wood, but if you have, don't hesitate to build it!

If you couldn't build it, than build market place or pixie +4

8. day: Upgrade the faerie trees or build magic g. lv2 or marketplace. If you don't have 5 wood, you won't be able to build anything this day. (if you have built marketplace, than you van buy mystic pound.)

9. day: build city hall.

10. day: build stone ring.

11. day: immediately upgrade it. (note: at this point, make sure you have already upgraded your archers)

12. day: If I have enough gems than I build unicorn glade. If not, than avenger's guild.

13-14. from now on, try to build cheap buildings. To have enough money for Capitol.

15. build capitol first, and buy the creatures next day.

From now on, you are free to go. I usually build next Fort, Citadel and Castle. Only than build I treant alcove or dragon altar.

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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted March 28, 2008 10:09 AM

What about wood shortage on poor maps? You can barely afford hunters, and without upgrade, there are worthless.

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Arxur
Arxur


Adventuring Hero
posted March 28, 2008 10:17 AM

If there isn't enough wood, than try to trade in marketplace. You don't need any sulfur or mercury. Or wait 1-2 turns to get wood from mines. (Usually it will solve the problem.)

Or you should focus on druids or learn destructive magic to deal some more damage with your hero.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 28, 2008 12:25 PM

Do like me - torment urself creeping without hunters, but with high druids and destructive(the upgrade of the druids is still costy). I usually advance a bit later to hunters.
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Arxur
Arxur


Adventuring Hero
posted March 28, 2008 01:59 PM

The problem is that you still need lots of wood to build the magic guild... Sooooooooo much wood...

The rain forests are in danger!!!

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted March 28, 2008 02:53 PM

Also I would try to build citadel in week 1 after getting hunters, then you will get better arrow power in week 2 due to better growth. I would do this on resource average / rich maps. Maybe on scarce maps if I mainly focus on hunters. Also using Master Hunters and Arcane Archers in tandem makes wonders
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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted March 28, 2008 04:30 PM

Getting enough wood is the most difficult thing about this faction.

If you fight shooters you shouldn't take your hunters unless you are absolutely sure that they will shoot first. Otherwise and without ressurection they are as good as dead.

Splitting pixies to block enemy shooters is an option. Unfortunately it's hard to avoid losing troops against shooters. In early game the Ranger must make do with whatever troops he can get. Keep looking for elementals (water and earth are my favourite at the beginning) or refugee camps (getting ancient treants is possible and it makes creeping a lot easier, ghosts are great too if you get them). In the worst case scenario you can always use foreign troops (even a few gargoyles and golems can help against assassins) if you get a hero from another faction (so you don't lose too many sylvan units).

Imbue arrow is a great perk for tackling those pestering shooters and casters. Block them, hit them hard and fast.

A real nightmare is when the wood mine is guarded by hunters. When that happens you have to accept the fact that you will lose some units.

Creeping against non ranged neutrals is way easier since pixies are fast and attack without retaliation so this shouldn't really be a problem (at least with minor neutrals).

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LucJPatenaude
LucJPatenaude


Disgraceful
Known Hero
posted March 28, 2008 06:24 PM

You should all try to train yourselves at playing with the RMG.

Tiny map, Medium difficulty in Neutral monsters and, Hide minimap.

Maximum players for it = 4(3 AIs vs you the Sylvan).

Chances are you will have only packs of road guards of level 4 to 6 at start of the Tiny map. Plenty of mines, one or two outside dwellings of Pixies and Blade Dancers, one Conflux generator and, maybe one of the Refugee safe house. A Gold mine is normally included in your own immediate realm. A prison with an extra Hero will be included not too far from your Sylvan Village.

An unfortunate bonus, you will also have a Dimension Gate wrongly guarded(on a side of it for letting the enemy army to get out and to stop anyone to use it going back in the opposite direction). That gate will be an insentive for any unknown enemy army to attempt a very early invasion by day 3 of week 2 of Month 1.

Hint: Get the Wood Mine and Ore Mine on Day 1. They both have level 1 guards in Lots of numbers. Having minimum Ballitae, lots of Pixies and, and horde of Blade Dancers should do the job. So, hiring one more Ranger Hero with plenty of troops is, truly, not such of a bad idea, after all.


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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 28, 2008 07:48 PM

horde of blade dancers day 1? not bad

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 28, 2008 07:58 PM

About trading away Sulfur and Mercury: Don't give it all into wood; leave some for the Stone Circle. Druids make early game a lot easier. Plus, you don't need all that ore either.

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Drunk_Lord
Drunk_Lord


Known Hero
very happy hero :)
posted March 29, 2008 08:03 AM

When I creep with sylvan, here's my way:
I upgrade pixies to sprites, so I can take easily on 1lvl creeps early. Try not to lose much pixies because they're important. Next phase is to get the druids. If u play on heroic(but I would consider Hard as usually played difficulty) u may not be able to get the high druids. But on hard it won't be that hard actually. Even when not upgraded druids can help much.
So the beggining. I preffer to use Vinrael because he has good magic potential. I aim to get destructive magic(first priority) as soon as possible. Take luck if offered. Bad thing that Warlock's luck require sorcery which might show up less times(4% chance). If offered war machines take it. With Vinrael levels will go up a good rate, it's a good idea to try to get turban of enlightenment or the scale thing of enlightenment. Levels will go fairly fast up. Taking defense is a good idea too.
Now on creatures. First I upgrade pixies to sprites in order to take on the 1lvl neutrals. Then I aim for druids. Split druids, this really helps. But think about the mage's guild. When resources are scarce I usually build it to lvl3 and hope for a good destructive spell. If there are sufficient resources maybe to build a lvl5 mage's guild(unlike to happen). Sulfur and mercury aren't the most popular resources in sylvan's town so it's good idea to build treant dwelling if there are enough resources. The next thing is to try to upgrade them. Ancient or Savage, ur choice. With ancient treants place the druids in the corner and cover the with ancient treants and
pixies\dryads as u preffer. After channeling the high druids' SPP cast endurance on treants(with druids). Use pixies\dryads to deal a bit more damage. If the choice is savage treants I recommend dryads with them. Use rage of the forest + dryads to heal treants if the battle does not go ur way. This was vs walkers(flyers). Vs shooter I think savage treants will do better. Splitting the dryads may do. Use rage of the forest and block shooters fast. Taking defense will prove usefull. Now use destructive with reasonable SPP from druids. If u have balista things are a ton easier if ur offered balista and imbue balista fast.

Might not be the best, but I have some good results with it.

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